Today, I would like to discuss our development process in creating Time Crisis 4 and the Guncon 3 controller. Four years have passed since I first came up with the framework of Time Crisis 4. In the autumn of 2003, after the completion of the PS2 version of Time Crisis 3, our development team started to examine what our next big step for the series should be. After kicking around some ideas, we decided to work on a new concept in which the player has full control over their on-screen actions, moving independently through the stage and shooting at enemies with an entirely new Guncon.
In most traditional arcade shooting games such as the previous installments of Time Crisis, players don’t have full control over their movement. Instead, the camera movements are directed precisely by the developer, while enemies show up quickly on the screen. This allows the player to focus on one specific action – shooting. As the basic premise for this type of game has broad appeal and is instantly engaging, we’ll continue to make these games in the future, but wanted to investigate a new path for Time Crisis 4.
[Continue Reading: Creating the Guncon 3]
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